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Part 1.

Getting Started
This document is a guide to getting started as a Dungeon
Master for the D&D Adventurers League. These rules are
supplemented by the Adventurers League FAQ (also
found in the Adventurers League DM’s Pack).

D&D Adventurers League Play


Adventures for the Eberron campaign can be purchased
and downloaded from the Dungeon Masters Guild.

Being a Dungeon Master


Being an Adventurers League DM is easy and fun. The
adventures can be prepared in a short period of time,
and you don’t have to worry about creating all sorts of
background material.
Eberron Campaign What You Need to Run a Game
Dungeon Master’s Guide To run a game as a DM in D&D Adventurers League
Version 1.1 games, you’ll need the following:
• Player’s Handbook or the D&D Basic Rules. The basic
rules .pdf document is free on the Wizards of the
Coast website and contains all the basic rules of the
game.
• Adventures. If you’re running games in a public venue,
check with the organizer to see what adventures
they have available. Otherwise, adventures are
available for purchase at your local gaming store or
online at Dungeon Masters Guild.
• Players. Adventures League play is designed for a
table of five players but can be adjusted for three to
seven players. Tables smaller or larger than those
limits aren’t allowed.

Credits Optional Items


D&D Organized Play: Christopher Lindsay
These things aren’t necessary to run D&D Adventurers
D&D Adventurers League Administrators: Bill Benham, Lysa
Chen, Claire Hoffman League games but might be nice to have.
Greg Marks, Alan Patrick, Sam Simpson, Travis Woodall Dungeon Master’s Guide (DMG). This book contains
valuable advice on preparing and running games. The
DMG also contains descriptions of magic items that
Effective Date might be awarded during the course of play, so it is
21 September 2018 suggested that you bring that information with you to
the table if it is not provided in the adventure.
Monster Manual (MM). While the statistics for most
monsters can be found here, special monsters created
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, specifically for a given season’s published adventure are
Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other
Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the
found in that product.
Coast in the USA and other countries. All characters and their distinctive likenesses are property of Index Cards. Great for writing down initiative,
Wizards of the Coast. This material is protected under the copyright laws of the United States of
America. Any reproduction or unauthorized use of the material or artwork contained herein is
handing notes to players, and as cheap table tents.
prohibited without the express written permission of Wizards of the Coast. Miniatures and Map Surfaces. If you and your
©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by players enjoy playing a more tactical game of D&D, you
Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The
Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
can use these to help depict combats and detailed areas.
Dungeon Master Screen. Helpful to hide the
adventure and your notes and schemes from the players.

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Eberron Campaign Dungeon Master’s Guide v1.1
Part 2. Running Adventures
You may DM one group of 3 to 7 players at a time—each return to life but can use them to purchase spell
with their own character whose level is within the scrolls if useable by someone in the group.
adventure’s level range.
Spellcasting Services
Being the Dungeon Master During a session, characters can receive spellcasting
services from an NPC located anywhere that is town-
You have the most important role—facilitating the sized or larger but must be able to travel there.
enjoyment of the game for the players. You provide the Otherwise, they’re available only between sessions.
narrative and bring the game to life.
You’re Empowered. Make decisions about how the Spellcasting Services
group interacts with the adventure; adjust or improvise Magic Item Table Point Cost
as needed. It’s more important that you and the players Cure wounds 10 gp
are having fun than you stick to letter of the adventure. Identify 20 gp
Everyone Should Shine. Don’t allow any one player to Lesser restoration 40 gp
dominate the table. Everyone should get the opportunity Prayer of healing 40 gp
to shine. Feel free to adjust the encounters and Dispel magic 90 gp
adventure to make this happen. Remove curse 90 gp
Keep the Adventure Moving. This is mostly for Speak with dead 90 gp
Divination 210 gp
convention play where you’re participating in a timed
Greater restoration 450 gp
slot. When the game gets bogged down, provide hints
Raise dead1 1,000 gp
and clues to your players facing puzzles or engaging in Resurrection1 3,000 gp
combat and roleplay interactions to help move them True resurrection1 30,000 gp
along. 1Characters may instead receive these services by spending

treasure checkpoints to purchase spell scrolls.


Character Disease, Death, and Recovery
Bad things happen to characters; adventuring is a risky Services provided by an NPC are limited to this list.
job. Here are the rules on how to deal with it. Characters may purchase spell scrolls containing these
Disease, Poison, and Other Debilitating Effects. spells using treasure checkpoints which NPCs cast for
Diseases, poisons, and other similar effects last until free to benefit the character who purchased the scroll.
removed, but characters can spend downtime days to
receive spellcasting services or to recuperate (see Acolyte Temples
Player’s Handbook). Characters with lycanthropy or Quarter in Sharn Deities
vampirism can’t start a new session until cured. Middle Central Plateau Church of the Silver Flame
Death. Characters returned to life suffer the effects Middle Central Plateau Sovereign Host
from the ordeal as normal, but each downtime day spent Lower Central Plateau Path of Light
reduces any penalties to attack rolls, saving throws, and Lower Central Plateau Undying Court
ability checks by 1. Bodies are recovered unless
otherwise specified in the encounter. If the group can’t Acolyte Background. Characters with the Shelter of
return a dead character to life: the Faithful background feature can request spellcasting
services at a temple of their faith. Once per day they may
• Dead Character Pays for Raise Dead. Dead receive one spell from the Spellcasting Services table for
characters that can’t afford the gp cost of the service free (plus the cost of any material component needed).
or treasure checkpoint cost of a spell scroll may incur Only some faiths are represented by temples large
a treasure checkpoint debt as needed to purchase one. enough to provide this benefit. When playing any given
This debt must be satisfied before treasure adventure, the available faiths are determined by the
checkpoints can be used for anything else. Dead region in which the adventure is set, above.
characters ignore availability restrictions on whatever
spell scroll is needed to return them to life. For Player Rewards
example, a disintegrated 5th-level character may
spend twenty-four treasure checkpoints to Characters earn rewards in the form of advancement
purchase a spell scroll of true resurrection, even though and treasure checkpoints, magic items unlocks, and
it’s normally available only to tier 3 and 4 characters. other rewards such as story awards or new downtime
• Character’s Party Pays for Raise Dead. If they wish activities. These rewards are entered on their logsheets
to do so, other characters may contribute towards the before leaving the table. Players are responsible for
gp cost of paying for spellcasting services to return maintaining their own adventure logsheet.
another character to life. Characters can’t use treasure
checkpoints to lessen the cost of another character to
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Eberron Campaign Dungeon Master’s Guide v1.1
Reward Distribution discuss it with the player and resolve irregularities. You
Rewards are distributed at the end of a play session may disallow something that seems outside the rules or
using the following guidance: have a player reroll dice. Be professional though—
Advancement Checkpoints. The characters earn one never embarrass the player or assume wrongdoing.
or two checkpoints for each story or bonus objectives We’re all here to have fun and enjoy the challenge!
they complete depending on the adventure’s duration—
as directed by its adventure’s reward section.
Treasure Checkpoints. The characters earn one to
four checkpoints for each story or bonus objectives
they complete determined by the adventure’s duration
and tier—as directed by its reward section.
Gold and Mundane Treasure. Any entry of a treasure
or award with a monetary value is ignored. Other
mundane equipment can be used (but not sold) by the
characters until the end of the session but is lost at the
end of the session. Some nonmagical items encountered
in hardcover adventures may be unlocked for
purchased using treasure checkpoints. The ALCC will
contain adventure-specific information regarding these
items as well as when to award rewards that serve as
exceptions to this paragraph. Any spellbooks recovered
by the characters may be kept by one character at the
table (determined randomly in case of contention).
Magic Items. Unless stated otherwise in the ALCC,
magic items specifically mentioned in an encounter
become available for the characters in some fashion,
depending on its type:
• Consumable Magic Items. Potions, scrolls, and magical
ammunition are kept and divided among the
characters—encouraging equitable distribution. If
more than one player wants an item and the
disagreement can’t be resolved, determine the item’s
owner randomly (such as by rolling a die).
• Permanent Magic Items. Permanent magic items
aren’t kept; they’re instead unlocked for purchase.
Story Awards/Effects/Items. Characters may acquire
special items or effects (mundane or magical) that are
essential to a hardcover adventure’s storyline that are
only useable of in effect during sessions of the adventure
in which they’re awarded. These are identified in the
Adventurers League Content Catalogue.
Awarding Downtime. Characters earn five downtime
days for every two advancement checkpoints they earn.
Awarding Renown. Characters earn one renown for
every four advancement checkpoints they earn.

Cheating
D&D Adventurers League play is meant to be fun and
inclusive—not competitive. As the DM, correct cheating
players quickly and discreetly (if possible) by resolving
the issue and make a ruling on what happens. You may
review paperwork (character sheets, adventure
logsheets, and certificates) at any time. If something is
amiss—either with the paperwork or during the game—

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Eberron Campaign Dungeon Master’s Guide v1.1

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